Fighter
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Fighting Style, Second Wind |
2nd | +2 | Action Surge |
3rd | +2 | Martial Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Improvement |
7th | +3 | Martial Archetype feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Indomitable |
10th | +4 | Martial Archetype feature |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Indomitable (two uses) |
14th | +5 | Ability Score Improvement |
15th | +5 | Martial Archetype feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Action Surge (two uses), Indomitable (three uses) |
18th | +6 | Martial Archetype feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack (3) |
Class Details
Hit Points
Hit Dice: 1d10Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 6 + your Constitution modifier per Fighter level after 1st
Proficiencies
Armor: light armor, medium armor, heavy armor, shieldsWeapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Martial, Perception, and Survival.
Starting Equipment
You start with the following items, plus anything provided by your origin and your faction.- (a) chain mail or (b) leather armor, a longbow, and a quiver with 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and a crossbow bolt case with 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Multiclassing
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.Ability Score Minimum: Strength 13 or Dexterity 13 When you gain a level in a class other than your first, you gain only some of that class' starting proficiencies.
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.Defense
While you are wearing armor, you gain a +1 bonus to AC.Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.Martial Archetype
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Note: The subclasses listed here are created for use in the Living World of Verum. Information on the official subclasses can be found in their respective books. Aden'ka'ael Level 3Aden'ka'ael (Moon Warrior)
The warriors of Eldasharkai learn many different forms of death and destruction. One such fighting style is focused on the use of the Falchion. Using its sweeping motions to imitate the phases of the moon and in it, a deadly dance is learned.Moonlight Sonata
Starting at 3rd level when you choose this archetype, while you wield a falchion, you can move up to 10 feet each time you deal damage to an enemy with this weapon. This movement does not count against your speed. Whenever you move at least 20 feet in a round, your next attack with a falchion deals an additional +2 damage. To gain this bonus, the movement must all be made where you have not yet moved this round. You gain this additional damage only once per round.Battle Herald
Battle Heralds are warriors that have dedicated themselves to the pursuit of organized warfare, from inspiring commands, to cunning tactics and of course, their own individual prowess makes a Battle Herald a formidable ally and a deadly opponent.Rallying Cry
At 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind class feature, all allies that can see or hear you within 60 feet heal an equal amount of hit points that you healed.Expanded Tactics
When you choose this archetype at 3rd level, you learn other methods to deal with conflict. You gain proficiency with the Persuasion and Performance skills.Dancing Blade
Flashing Blades
At 3rd level, you are able to more acutely strike with lighter weapons to cause more damage. Light or twinned melee weapons that deal slashing or piercing damage are considered Flashing Blade weapons. Attacks with a Flashing Blade weapon deal 1 additional damage of the weapon’s type.Improved Dual Weapon Fighting
At 3rd level, the fighting style that you gained at first level is changed to Two-Weapon Fighting. Additionally, once per turn, you deal an extra 1d10 slashing damage to one creature you hit with an attack, if that creature was also hit with a weapon wielded in your other hand on that same turn. Both attacks must use a Flashing Blade weapon.Rytherian Fighter
This fighter uses the practice of perfect timing and prediction to overcome their foes, attacking at just the right time and just the right place.Perfect Time
Beginning when you choose this archetype at 3rd level, when a combat encounter starts, you gain the following effects based on the number of rounds that have passed. These effects stack. 1st round: +1 bonus to attack rolls 2nd round: +1 bonus to AC 3rd round: +2 bonus to damage rolls 4th round: You lose all gained benefits from the 1st to 3rd rounds, and gain disadvantage on attack rolls After the 4th round, the sequence starts over, and you gain the 1st round effect again on the next round.Sanguine Knight
The lords of the knight have chosen you to protect the antideluvians and as such you stand ready, prepared to sacrifice your body for power and call to the powers of the Sanguine.Suffering Sword
Beginning when you choose this archetype at 3rd level, you can only use weapons that deal slashing damage. If you use a weapon that deals Slashing or another damage type, you can only choose slashing. When you deal damage with such weapons, you deal an additional 1 bleed damage to the target.Sanguine Boon
At 3rd level, whenever you are healed, if you would be healed to your maximum hit points, you can convert any leftover healing as temporary hit points. You cannot gain more than 3 times your character level of temporary hit points in this way. You cannot gain temporary hit points from this class feature if you already have any temporary hit points at all.Unbreakable
The Unbreakable fighter is specialized in resisting damage and the spells of mages. Able to withstand punishment and outlast enemies, the Unbreakable fighter is a truly unstoppable opponent.Hard as Steel
At 3rd level, you reduce all damage you would take from any source by an amount equal to your proficiency bonus. This stacks with other damage reduction sources but is applied before resistances.Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.Ability Score Improvement
When you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat.Martial Archetype Feature
At 7th level, you gain a feature granted by your Martial Archetype. Aden'ka'ael Level 7Aden'ka'ael (Moon Warrior)
At 7th level, while wielding a falchion, you can use a bonus action to teleport to an unoccupied space within 5 feet of an enemy you can see of your choice. You can then make a free weapon attack against that enemy with a falchion.Battle Herald
Vigorous Warrior
At 7th level, you gain an additional use of your Second Wind class feature. You gain additional uses at 10th and 15th level as well.Dancing Blade
Flying Blades
Starting at 7th level, you can draw Flashing Blade weapons as part of the attack to use them, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with Flashing Blade weapons that have the thrown property.Deadly Pirouette
Starting at 7th level, Once on your turn when you score a critical hit with a Flashing Blade weapon, you can make another ranged weapon attack with Flashing Blade weapon that has the thrown property.Rytherian Fighter
Power of Prediction
At 7th level, you can use a bonus action to call out the next immediate maneuver of up to 3 enemies you can see within 15 feet. These maneuvers can be: attack, move, spell cast, or disengage, and you choose one for each enemy. If your prediction is correct, you gain a benefit based on the maneuver made:- Attack: +1 bonus to AC until the end of your next turn.
- Move: You can make an opportunity attack against the enemy as soon as the enemy moves, not requiring them to move out of your reach first. If this opportunity attack hits, you regain the use of your reaction.
- Spell Cast: You gain advantage on saving throws against spells until the end of your next turn.
- Disengage: You heal for 1d10 hit points.
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